@@flyingfishie401 a team can only help you and go faster in modding, but you don't have to ba in a team to be a good modder, it surely helps but you can be still a good modder
I love this, because i want to Customize the game like i love and that is what is so Perfect about this Chanel, because it teaches me how to do it, even tho my Laptop cant handle the game very well and its hard
Hey I have a question. I uploaded my mod to the steam workshop so that some friends could try it out. But when I try the mod from steam it doesn't work. Do you know what the problem might be?
Hey! I'm looking to make a mod that works like the stability modifier, but for consumer goods factor. (This way there's a benefit for high goods %) It would increase or decrease political power gain (factor) based on high or low goods (with a grey area in-between with no effect, I'm thinking 20-30%, so below 20% gives negative pp, above 30% gives positive pp) I'm assuming I would have to use a scope for this to work for all countries, however, I am unsure how to make consumer goods into a measurable variable. (consumer_goods_expected_value and consumer_goods_factor both do not work as checks with >/< symbols in code). My first thought process was to create dynamic modifiers but I am also running into the issue of how would they trigger ? It could be done by event, but that would look messy. However, it does not matter if I can not get consumer goods to work as a check variable. Yet if it's a created variable, I have to assign it a value, so I would then have to go through every event that modifiers consumer goods and add or subtract to that value so it's accurate. Any help would be appreciated. I want consumer goods to have more purpose. Higher goods should mean more "income" (PP) for the government to spend, and less consumer, less money.
I haven't really tried modding yet, I am on lesson 4 or so. I have a question though, and acknowledge in advance I may have missed the answer. What determines Bracket placement? I sometime see things in brackets on the same line. At other times I see a bracket on a line Then the next line might have something like add_Core = Sov The the next line has a closing bracket What determines when you should use brackets on the same line or the next line. I hope that someone follows the question I am asking. Thanks in advance.
This is actually the only youtube Channel that has helped me get into modding. It actually Kinda changed my life for the better :) thank you
Glad to hear, modding can be very rewarding and opens up a whole new world so glad I could help :)
@@TheIronWorkshop hey um just wondering... to be a good modder do u need a team?
@@flyingfishie401 a team can only help you and go faster in modding, but you don't have to ba in a team to be a good modder, it surely helps but you can be still a good modder
@@francescob.7277 oh ok, that's good to hear lol. Thank you 👍
@@flyingfishie401 doesent make you "a good modder" because that is individual not plural
France: is not in war
Also France: *capitulated
lol
@@Mastersharkmapping do u remember writing this reply
@@blaeiptekvkukurbo yes
@Waterloo News & Storms do u remember sending this reply?
Sheesh
Love these videos, actually feel like I'm learning goes very slow and clear which is great for someone like me.
Such a useful playlist ty!
8:00 (I NEED SLEEP SO I PUT THIS HERE)
lol
8:00 b
No t 2:00
You're a really good teacher
Thank you great tutorial
Instead of core/base code, I feel like that category is best described as "definitions", since you are basically defining a game object.
now instead of looking at a map i can look at notepad
Yey more tutorials :)
Why did i get an option to translate this into english?
@@somegermanonline4254 waerhaevwbruygaweyuvrbuygawie
wheres the modding code... page on the wiki he mentioned near 1:39 ? cuz i really needa know, im trying to figure out some focus tree stuff.
Should be in the description
do more tutorials :)
Trying to stick to releasing one per week, hopefully will be able to deliver.
I love this, because i want to Customize the game like i love and that is what is so Perfect about this Chanel, because it teaches me how to do it, even tho my Laptop cant handle the game very well and its hard
Hey I have a question. I uploaded my mod to the steam workshop so that some friends could try it out. But when I try the mod from steam it doesn't work. Do you know what the problem might be?
Hard to tell without having the mod files tbh...
@@TheIronWorkshop alright. I'll try again tomorrow
You must use the local version of the mod file. Your friends will be able to use the steam version.
@@catgocri6813 thanks. I already solved it 2 months ago but some other people might make good use of your comment :)
I followed carefully everything you explained, but even so it doesn't work for me, the thumb doesn't appear on steam.
Which programming language should be choosen in Notepad++ ?
c++, as far as i know
a little late but HOI uses PDX script, you can find an extention for that using google
Hey! I'm looking to make a mod that works like the stability modifier, but for consumer goods factor. (This way there's a benefit for high goods %)
It would increase or decrease political power gain (factor) based on high or low goods (with a grey area in-between with no effect, I'm thinking 20-30%, so below 20% gives negative pp, above 30% gives positive pp)
I'm assuming I would have to use a scope for this to work for all countries, however, I am unsure how to make consumer goods into a measurable variable. (consumer_goods_expected_value and consumer_goods_factor both do not work as checks with >/< symbols in code).
My first thought process was to create dynamic modifiers but I am also running into the issue of how would they trigger ?
It could be done by event, but that would look messy. However, it does not matter if I can not get consumer goods to work as a check variable.
Yet if it's a created variable, I have to assign it a value, so I would then have to go through every event that modifiers consumer goods and add or subtract to that value so it's accurate.
Any help would be appreciated. I want consumer goods to have more purpose. Higher goods should mean more "income" (PP) for the government to spend, and less consumer, less money.
I cheat like hell so I should be a professional
Same 😂😂😂😂
My brain is mush
How do you mod new laws, such as economy laws?
where can I see that menu in the hoi4 wiki?
Wait, if there shall be no spaces, then how do you write things like add_Core: = SOV
the way I understand it, the actual syntax is the “add_core” which is what cannot have spaces.
Generally confused about this, does hoi4 have if/then statements?
Flag is very importand
boutta sleep im at 3:56
I haven't really tried modding yet, I am on lesson 4 or so. I have a question though, and acknowledge in advance I may have missed the answer. What determines Bracket placement? I sometime see things in brackets on the same line.
At other times I see a bracket on a line
Then the next line might have something like add_Core = Sov
The the next line has a closing bracket
What determines when you should use brackets on the same line or the next line.
I hope that someone follows the question I am asking.
Thanks in advance.
It doesn't matter as long as each open bracket { has a corresponding closing one }
Various placement are merely there to increase code readability.
@@TheIronWorkshop Thank you!
i'm trying to create a mod right now that adds more tank models and it's not working
is the code outdated? someone told me it was
*syntax
sorry
what
ha ha aahahahahah funny 🤣
sbren svebe
I'm no programer myself, but your using word "syntax" in such wrong way really drive me crazy.
Yeah I have no idea what he means whenever he says "syntax", but nearly all of the time it definitely doesn't mean "syntax".
>im no programmer myself
>but you’re using this term wrong
kek
although outdated, timeless